dos33fsprogs/games/monkey/monkey_lookout.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

209 lines
2.6 KiB
ArmAsm

; if 28<x<35 and y>=24 and direction==down
; goto MONKEY_POSTER
; at location 4,20
; if 28<x<35 and y<10 and direction==down
; goto MONKEY_MAP
; at location 11,20
lookout_check_exit:
lda GUYBRUSH_X
cmp #28
bcc lookout_no_exit
cmp #35
bcs lookout_no_exit
lookout_check_stairs:
lda GUYBRUSH_Y
cmp #24
bcc lookout_check_arch
lda GUYBRUSH_DIRECTION
cmp #DIR_DOWN
bne lookout_no_exit
lookout_to_poster:
; check to see if first time
lda FIRST_TIME
and #FIRST_TIME_LEAVE_LOOKOUT
bne not_first_poster
jsr chapter1_transition
not_first_poster:
lda #MONKEY_POSTER
sta LOCATION
lda #2
sta GUYBRUSH_X
sta DESTINATION_X
lda #20
sta GUYBRUSH_Y
lda #GUYBRUSH_TINY
sta GUYBRUSH_SIZE
lda #34
sta DESTINATION_Y
jsr change_location
jmp lookout_no_exit
lookout_check_arch:
lda GUYBRUSH_Y
cmp #12
bcs lookout_no_exit
lda GUYBRUSH_DIRECTION
cmp #DIR_UP
bne lookout_no_exit
lda #MONKEY_MAP
sta LOCATION
lda #11
sta GUYBRUSH_X
sta DESTINATION_X
lda #20
sta GUYBRUSH_Y
sta DESTINATION_Y
lda #GUYBRUSH_TINY
sta GUYBRUSH_SIZE
jsr change_location
jmp lookout_no_exit
lookout_no_exit:
rts
lookout_adjust_destination:
ld_check_x:
lda DESTINATION_X
cmp #19
bcc ld_x_too_small
cmp #34
bcs ld_x_too_big
jmp ld_check_y
ld_x_too_big:
lda #34
sta DESTINATION_X
bne ld_check_y
ld_x_too_small:
lda #18
sta DESTINATION_X
ld_check_y:
; if x < 28, Y must be between 16 and 18
; if x < 35, Y must be between 8 and 28
lda DESTINATION_X
cmp #28
bcc ld_narrow_y
ld_wide_y:
; lda DESTINATON_Y
jmp done_ld_adjust
ld_narrow_y:
lda DESTINATION_Y
cmp #16
bcc ld_y_too_small
rts
ld_y_too_small:
lda #16
sta DESTINATION_Y
done_ld_adjust:
rts
lookout_check_bounds:
rts
draw_fire:
lda FRAMEL
and #$18
lsr
lsr
tay
lda fire_sprites,Y
sta INL
lda fire_sprites+1,Y
sta INH
lda #16
sta XPOS
lda #18
sta YPOS
jsr put_sprite_crop
rts
fire_sprites:
.word fire1_sprite
.word fire2_sprite
.word fire3_sprite
.word fire2_sprite
fire1_sprite:
.byte 2,4
.byte $dA,$AA
.byte $dd,$9A
.byte $99,$dd
.byte $dd,$dd
fire2_sprite:
.byte 2,4
.byte $AA,$AA
.byte $dd,$dd
.byte $9d,$99
.byte $dd,$dd
fire3_sprite:
.byte 2,4
.byte $AA,$aa
.byte $9A,$dd
.byte $d9,$9d
.byte $dd,$dd
draw_wall:
lda #<wall_sprite
sta INL
lda #>wall_sprite
sta INH
lda #18
sta XPOS
lda #22
sta YPOS
jsr put_sprite_crop
rts
wall_sprite:
.byte 9,6
.byte $AA,$AA,$8A,$0A,$5A,$AA,$AA,$AA,$AA
.byte $AA,$8A,$50,$05,$60,$AA,$AA,$6A,$6A
.byte $58,$08,$55,$60,$60,$AA,$AA,$66,$60
.byte $06,$66,$26,$00,$66,$AA,$AA,$66,$00
.byte $06,$05,$65,$60,$50,$5A,$5A,$66,$00
.byte $00,$60,$00,$60,$06,$60,$06,$06,$06